mirror of
https://github.com/MoleskiCoder/EightBit.git
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89fae1cb6f
*) Add an SDLWrapper class to control the lifetime of SDL_Init/SDL_Quit *) Pass FPS as a float, rather than int *) Allow the key and button handlers to show whether an event was handled or not *) Add a full screen render option (F12) *) Use smart pointers in the GameController class Signed-off-by: Adrian Conlon <Adrian.conlon@gmail.com>
106 lines
3.0 KiB
C++
106 lines
3.0 KiB
C++
#pragma once
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#include <cstdint>
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#include <map>
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#include <memory>
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#include <stdexcept>
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#include <string>
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#include <SDL.h>
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#include <Device.h>
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#include "GameController.h"
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#include "SDLWrapper.h"
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class Configuration;
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namespace Gaming {
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class Game : public EightBit::Device {
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public:
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Game();
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virtual ~Game();
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virtual void runLoop();
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virtual void raisePOWER() override;
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protected:
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virtual float fps() const = 0;
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virtual bool useVsync() const = 0;
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virtual int windowWidth() const noexcept { return displayWidth() * displayScale(); }
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virtual int windowHeight() const noexcept { return displayHeight() * displayScale(); }
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virtual int displayWidth() const noexcept { return rasterWidth(); }
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virtual int displayHeight() const noexcept { return rasterHeight(); }
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virtual int displayScale() const noexcept = 0;
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virtual int rasterWidth() const noexcept = 0;
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virtual int rasterHeight() const noexcept = 0;
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virtual std::string title() const = 0;
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virtual void runRasterLines() {};
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virtual void runVerticalBlank() {}
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void addJoystick(SDL_Event& e);
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void removeJoystick(SDL_Event& e);
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virtual void updateTexture();
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virtual void copyTexture();
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virtual void displayTexture();
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virtual const uint32_t* pixels() const = 0;
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virtual bool handleKeyDown(SDL_Keycode key);
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virtual bool handleKeyUp(SDL_Keycode key);
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virtual bool handleJoyButtonDown(SDL_JoyButtonEvent event);
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virtual bool handleJoyButtonUp(SDL_JoyButtonEvent event);
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virtual bool handleControllerButtonDown(SDL_ControllerButtonEvent event);
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virtual bool handleControllerButtonUp(SDL_ControllerButtonEvent event);
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void toggleFullscreen();
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std::shared_ptr<GameController> gameController(const int which) const {
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const auto i = m_gameControllers.find(which);
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if (i == m_gameControllers.cend())
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throw std::runtime_error("Unknown controller");
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return i->second;
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}
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int mappedController(const SDL_JoystickID which) const {
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const auto i = m_mappedControllers.find(which);
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if (i == m_mappedControllers.cend())
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throw std::runtime_error("Unknown joystick");
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return i->second;
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}
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int chooseControllerIndex(int who) const;
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std::shared_ptr<GameController> chooseController(int who) const;
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std::shared_ptr<SDL_Renderer> renderer() const noexcept { return m_renderer; }
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std::shared_ptr<SDL_Texture> bitmapTexture() const noexcept { return m_bitmapTexture; }
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std::shared_ptr<SDL_PixelFormat> pixelFormat() const noexcept { return m_pixelFormat; }
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private:
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SDLWrapper m_wrapper;
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std::shared_ptr<SDL_Window> m_window;
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std::shared_ptr<SDL_Renderer> m_renderer;
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std::shared_ptr<SDL_Texture> m_bitmapTexture;
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std::shared_ptr<SDL_PixelFormat> m_pixelFormat;
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Uint32 m_pixelType = SDL_PIXELFORMAT_ARGB8888;
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bool m_vsync = false;
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Uint32 m_startTicks = 0;
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Uint32 m_frames = 0;
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std::map<int, std::shared_ptr<GameController>> m_gameControllers;
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std::map<SDL_JoystickID, int> m_mappedControllers;
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void configureBackground() const;
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void createBitmapTexture();
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};
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}
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